Virtual Reality Exergaming During Work Breaks in Office Employees

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age24-60
SponsorAkdeniz University

About this trial

The goal of this trial is to learn how different exercise formats used during workplace breaks affect the immediate physical and emotional responses of office employees. It will also examine participants' leisure experience and the usability of virtual reality exercise.

The main questions it aims to answer are:

* Do gamified virtual reality exercise, instructor-led virtual reality exercise, and traditional video exercise produce different changes in heart rate and perceived effort? * Do these exercise formats produce different changes in how pleasant or unpleasant and how activated participants feel? * Do the exercise formats differ in positive and negative experiences, flow, exercise enjoyment, and satisfaction with the activity? * Do the two virtual reality formats differ in system usability and virtual reality-related discomfort?

Researchers will compare the three exercise formats to identify differences in participants' immediate responses and experiences.

Participants will:

* Complete three 10-minute exercise sessions on separate days and in a randomly assigned order * Take part in a gamified virtual reality boxing session, an instructor-led virtual reality exercise session, and a traditional video exercise session * Wear a heart rate monitor and complete brief questionnaires before and after the sessions

Eligibility criteria

Qualifiers

Aged between 24 and 60 years

Being a healthy adult employed full-time in an administrative office-based position at Akdeniz University

Having worked full-time in the current administrative unit for at least one year

Having a low or moderate physical activity level according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF)

Disqualifiers

A history of epilepsy, migraine, vertigo, or vestibular disorder

A history of dizziness, nausea, or similar discomfort during virtual reality exposure

Current use of antidepressants or medications that affect the central nervous system

A history of neurological, cardiovascular, or orthopedic disease, except for controlled hypertension

Trial design

Treatments tested in this trial

  • Gamified Virtual Reality Exergaming (GVRE)
  • Serious Virtual Reality Exergaming (SVRE)
  • Traditional Video Exercise (TVE)

Treatment groups

40 Participants
are divided into 6 treatment groups

6

Treatment groups

See each treatment group below.

Sponsors and collaborators

Akdeniz University

Lead sponsor

The Scientific and Technological Research Council of Turkey

Collaborator